My game does not use Class, it does not use lowered level of type of monsters or encounters to the characters. Though you might have to fight a Ginn (dragon) the percentage to hit will more than likely be around what the best character in your party has for percentage points to roll under to hit. ( roll a die six x 10 to 25% then multiply that to 'get' the percentage the NPC or Monster is at. If someone in your party is 457% to hit, (45 and under is a critical), then the encounter would be 100% times a d6. Most of the time it works out that your encounters are 12-18% better than you in total percentage-but the gang up always works on encounters with the whole party of relatively 14 year olds versus the encounter ). So even though a Ginn is very formidable you can take them out through percentage! Doing this in armor class D&D is impossible you can't win versus a dragon! There is a parry for every weapon and every character can parry an attack. (Anyone in a fist fight can block their opponent's swing, this is taught in every Karate class across the globe, and in every boxing ring in America). The structure of the code examples appears to be D&D ONLY design and I want to avoid using D&D system. ( I am a fledgling Metallurgical engineer but am a master welder and toolmaker machinist so I know metallurgy because it was part of my job. I know that metal will absorb damage before it actually is damaged, so my armor weapon and combat system reflects this). I have taken Karate and have also taken Japanese fencing as well as European fencing, I found out the weapons have a beginning ability to be used as in the way they are learned, this is a percentage of the weapon. I had a low familiarity with the weapons Rapier and Katana the first times i used them. But with practice - (experience) i got better, the basic starting percentages of any weapon reflects this. ______________________________________________________________________________________________________________ For instance I gauge that a character uses armor choice first to see which additions to DEX and AGL there are to use weapons. I will put up one of my weapons in the lists to show this: armor is bronze mail number 11 weighs 27 pounds in ENC, + 3 DEX and +2 AGL to weapon minimum, 7 Absorption points (metal takes absorption before any actual damage goes through), 16 points of protection per area -3 to CBO, 3300 HS to buy/replace repair is one tenth the full price. ...Bronze is immune to Vorpal, code a= deflective to low tech, low velocity missiles such as a flintlock, and code b= direct hit immune One ENC point is 4 lbs. The weapon: 8 gauge flintlock 1 shot every 6 rounds (reload time) short range 10 foot scattergun shotgun, 6d10+40 damage, 26 lbs, 11 HP, 45 aim, 50 attack, needs STR 20, 17 AGL, and 25 PHY minimums, the character has 15 AGL so wearing #11 Bronze mail means they enjoy a plus 2 to AGL so they have the minimums to use the weapon. or the character is a Black Glove Order and wants to use a Chijiriki minimums are STR 12, DEX 12, AGL 12, Siz 10 . The Character has STR 13, DEX 9, and AGL14, plus is Siz 10 . Because #11 armor gives the character the extra DEX required for the minimums they can use this weapon. A Chijiriki has an entanglement weapon on the opposite end only Black Glove Ninja use it. Add the character's percentage points to the weapon basic for a new starting total instead of using class. Chijiki has 7 ABS and 160 HP (good to parry with because of the amount of HP it has) 30 to att and 25 to parry, special things are required to entangle . The character on the character sheet has 10 primary hand and 25 secondary hand. The character leads with the primary hand even though the weapon is a two-hander. Black Glove Order members wear gloves of pure deflection and grasping, plus allow ambidexterity, so the attack will be 10+30+experience to a total to roll under to hit, then 10+25+exp to parry a blow with it. Weapons are A,B,and C (class) this class means something totally different than D&D) . The Chijiki is a class A weapon and can't be used properly in less than an 11 foot area, in a 10 foot wide hallway you can't use this weapon (unless special circumstances apply). Class B: not less than 9 feet, class C is anywhere. Now how would I enter all this in what appears to be a D&D ONLY HTML code on this site? My system is completely and totally different than D&D design. the example listed Class then type of encounter then damage then secondary damage. no CBO, no weight, No parry, type of weapon is all. My damages reflect HOW the weapon is used. The Chijiki by design is a slashing, stabbing and entangle a hit location or trip up a galloping horse twin weighted chain at the opposite end of the bladed end, on a pole. Where the heck would that go into CLASS in a D&D game system design?